Tuesday, 13 September 2011

viedogame: 3DS | Driver: Renegade 3D Review

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3DS | Driver: Renegade 3D Review
Sep 14th 2011, 01:47

Since its first incarnation on the PlayStation, the Driver series has seen its fair share of ups and downs across several different platforms. Unfortunately, Driver: Renegade 3DS isn't one of the series' stronger entries. Its lousy attitude, poor production values, and dearth of interesting content make it a half-baked game that isn't worth your time.

If your car is on fire, it's generally best to not keep driving it.

You play as series mainstay John Tanner, an ex-cop who's hired by one of New York's big political figures to rid the city's streets of crime. Doing so requires you to mercilessly drive your car around like a lunatic and bash into any enemy vehicles that try to stop you--and that's pretty much the extent of what Driver: Renegade 3DS has to offer. For the most part, the driving is solid but completely unremarkable. Individual cars (which are unlocked after completing missions) handle according to their relative stats, and also make use of a "rage bar." The bar recharges during drifts and stunts, giving you access to a temporary speed boost and the ability to destroy assailants using shunts.

Not only do the game's run-of-the-mill racing objectives fail to capitalize on the solid driving mechanics, but it also makes it easy to cheat the system and truncate the running time of an otherwise prolonged mission to much shorter periods. For instance, instead of becoming embroiled in a captivating car chase through the city streets, merely trapping an opposing car against a nearby wall and then ramming into it a few times is more than enough to meet the requirements of your objective. Boxing in an opponent may sound like a valid tactic to some, but in reality, it's just not fun; and you may even find yourself causing such incidents to happen without even trying. Even worse, similar frustrations can also befall you. Spinning out and knocking against other cars or parts of the environment rapidly drains the stability of your car, meaning that deaths are often unfair and unpredictable.

The Story mode is light on interesting exposition, and the incredibly hammy dialogue and voice acting are executed with absolutely no subtlety whatsoever. Brief motion comics highlight the paper-thin narrative, and its justifications for throwing you into missions are poorly conceived. Tanner himself, who has been relatively stoic in the past, is inexplicably transformed into an archetypal tough guy who shamefully spouts a small selection of bad one-liners and puns ad nauseam. The game desperately tries to appear edgy with gratuitous swearing; and there are embarrassing attempts at titillation via the introduction of a sultry female character, but all of its efforts are awkwardly juvenile. It also takes no more than three hours to get through the story's 20 missions, although the game actually runs out of tricks by about half that length. There's a separate Career mode as well, which allows you to compete in specific events pulled from the main game, including time trials and eliminator races. However, it's essentially the same content without the shoddy narrative in between, so you won't feel much desire to carry on playing past the fleeting Story mode. While you can use StreetPass to exchange scores and records, multiplayer of any kind is a no-show--not even local play is included.

The polygonal city you ride and smash around in is a hollow and vaguely open-world map with a noticeable lack of life on the surrounding streets. Every inch of the city feels empty on a drastic scale: Traffic is extremely light and the absence of everyday citizens galloping from the path of your speeding car seems strangely at odds with the conventions of the series. It also doesn't help that everything looks so washed out and jagged. Plus, the shoddy use of stereoscopic 3D adds nothing to the visuals--it's much more comfortable to play with the slider turned all the way down. On the plus side, the soundtrack is tolerable and the menus are generally well produced; in fact, they are arguably the most impressive aspect of the entire game.

From its overwhelming repetition to its tepid attempts to be cool and irreverent, Driver: Renegade 3D is a game that fails to create an action-driving hybrid that is even remotely engaging. Its solid driving mechanics have been squandered on a game that is far too boring, and the end result is a product that feels consistently rough and flawed in every way.

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viedogame: Xbox 360 | The Gunstringer Review

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Xbox 360 | The Gunstringer Review
Sep 14th 2011, 01:09

The Gunstringer is one mean-spirited puppet. This undead cowboy craves revenge in the worst way and remorselessly slays both those who wronged him and others who just happen to be in the way. Sound grim? It isn't. The gritty narrator describing your exploits spits out each ponderous statement with tongue planted firmly in cheek, and the cartoonish facade gives a comedic glow to your murderous exploits. As important as those other elements are in injecting levity into this six-shooter adventure, it's the joyous motion controls provided by the Kinect that transform this seemingly simple game into one that grabs your attention and doesn't let go. Just about everything you do in The Gunstringer not only works as you imagine it should, but feels intuitive as well. The seamless match of your real-life movements with the onscreen actions lets you fully embrace this gung-ho experience. The Gunstringer is an overwhelming success that continually delights and entertains even after the ridiculous credits have rolled.

Enjoy duck hunting in the heat of combat.

When familiarizing yourself with The Gunstringer's controls, it helps if you can think like a 6-year-old child. In this forced-scrolling shoot-'em-up, your skeletal protagonist automatically sprints through a variety of Western-themed locales, and you just have to worry about gunning down foes while avoiding their attacks. Shooting couldn't be easier. Paint up to six enemies at a time by sweeping your right hand (there's a left option also) across the screen, and then snap your wrist to pepper them with bullets. Forming a makeshift gun with your fingers isn't required, but it sure feels a lot more natural than firing at your pesky foes with an open palm. And if you want to shout "pew pew pew," there's nothing stopping you. There are times when you have to thrust your arm two or three times before it registers, but it's ultimately a small problem because there's little punishment for being a second late. While your right hand is acting as a gun, your left is in charge of movement. Imagine you're holding the crossbar of a marionette. Pull up to jump, swing to the side to dodge, and marvel at how your every action works just like it should. The controls in The Gunstringer feel fantastic and set a great foundation for this goofy adventure.

For the majority of the game, you run through streets lined with cardboard constructions that resemble cacti, saloons, and all manner of Old West props. Enemies leap from buildings and onto the road in front of you, and you gun them down without ever breaking your stride. The Gunstringer is at its best during these free-flowing portions. There isn't quite as much dynamism in the enemy placement as you would find in the best games in the genre, but it's still a joy to gun everyone down with a gunslinger's relish. During predetermined segments, you pop behind conveniently placed cover. Your left hand lets you poke your bold head out from its protective hiding place, allowing you to strike down the swarming baddies with your right hand. Popping in and out of cover feels so smooth that these brief respites are always welcome. At other times, you put your gun away for a spell and focus on jumping. Platforming culled straight from the original Donkey Kong sees you climbing girders while avoiding traps, but this is the weakest portion of the game. It's so easy that you can lazily move your arms without much thought, so you go through the motions until you whip out your gun a few minutes later.

There are other gameplay diversions along the way--including a few surprising and memorable boss encounters--but The Gunstringer doesn't rely on variety to propel you forward. You experience most of the different action sequences within the first few levels, and after that, it's just variations of the same themes. This could be seen as a detriment to your long-term engagement, but The Gunstringer's emphasis on ensuring that most of what you do is fun propels it beyond any potential stumbles it could have encountered. There is not one dull moment in the course of this roughly five-hour adventure. You effortlessly move from gunning to platforming to skydiving without any downtime, and every interlude injects something new to keep things interesting. Whether it's a shotgun that lets you gun down a horde of foes in one deadly blast or cantankerous ghosts who desperately try to steal your soul, you never know what to expect around the bend.

Presentation also goes a long way toward pushing you forward. A surly narrator tells the story while you're playing, and this adds a lot to the experience. Although his words don't always line up with your actions, he delivers his pronouncements in a terrifically deadpan manner that makes them incredibly funny. When he says, "Six targets, six bullets--the way God and nature intended," you might nod along with the truth of the statement if it were uttered in a more serious situation. But The Gunstringer presents this as a parody of Old West cliches, so it comes across as a great joke that easily brings a smile to your face. While the narrator skirts the line between funny and somber, the full motion video footage of people watching your exploits is knee-slapping goofy. Real-life actors were brought into a theater and react to what you're doing in hilariously exaggerated displays of emotion. One man does a triple take during one shocking moment, and it's hard to stifle a laugh at his wide-eyed, incredulous expression.

When you wrap up the adventure, there are enough unlockables to keep you coming back for another run through or four. Behind-the-scenes footage, unreleased concept art, and instant access to a wealth of fantastic songs are fairly typical, but The Wavy Tube Man Chronicles is anything but. This free DLC is an FMV parody of Mad Dog McCree, and it's utterly ridiculous in all the right ways. Throw in a two-player cooperative mode in which a second player can jump into the main adventure at any time to add an extra gun, and you have a full-featured game that is bursting with entertainment. Plus, you even get a free copy of Fruit Ninja Kinect. There are occasional control issues, and a few of the action sequences falter, but this is still a great game. The Gunstringer may be most notable for showing off just what the Kinect is capable of, but it's the exciting action and hilarious presentation you'll remember.

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viedogame: PlayStation 3 | SkyDrift Review

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PlayStation 3 | SkyDrift Review
Sep 14th 2011, 01:38

SkyDrift is an arcade airplane racer that focuses all of its energies on the familiar trappings found in games like Mario Kart Wii and Hydro Thunder Hurricane; power-ups, multilayered tracks, and loose arcade controls are the game's defining characteristics, and it makes the most of these tropes. It's not particularly original, but if you're in the market for a good-looking, simple arcade racer that's fun to play online, SkyDrift fits the bill just fine.

Tearing up your opponent with a well-placed rocket is immensely satisfying.

At the heart of SkyDrift are three race modes: Power is standard racing with both offensive and defensive power-ups enabled; Survivor is an elimination-based variation on Power that removes whoever is in last place at timed intervals; and Speed replaces power-ups with glowing rings that provide your plane with a brief boost. These modes are scattered across the main single-player campaign, which places you in stages that get progressively harder as you advance, with new planes and paint jobs awarded along the way. All of the modes are enjoyable, but they become fairly repetitious before too long--the game would certainly benefit from having a few more race types to add to the variety. There are six tracks (plus reversed versions of each) set in different locations. The surrounding environments for each track range from the mountainous to the glacial, and they're all visually striking, with impressive levels of detail. Annoyingly, though, SkyDrift's overly saturated lighting effects can sometimes be overbearing on the visuals, making power-ups and obstacles difficult to discern against the harshly lit backdrop.

Power-ups include the usual suspects, such as mines, heat-seeking missiles, and shields. Picking up two power-ups of the same kind upgrades their effectiveness, and it's also possible to trade in stored power-ups for small doses of boost. To a similar end, you can drift behind other planes and ride lower to the ground to gain even more boost. You can also use the right stick to "knife edge" the plane so that you can weave through tight crevices and gaps that would otherwise cause you to crash instantly. Even when you do crash, though, respawns are quick enough that you don't lose much time. Because tracks are awash in sharp corners and sudden hairpin turns, the high-speed nature of the game ensures that you're considerate of your every action--when you mess up, it's usually your fault and not the game's. SkyDrift's tight controls and multitude of power-ups let you approach mid-race situations with the kind of sudden tactical initiative that can either help or hinder you, depending on the decisions you make. That said, it's a shame that none of the power-ups are particularly creative--it would have been nice to see more-expressive weaponry beyond generic rocket launchers and machine guns.

Beyond the single-player races is lag-free online multiplayer, which is really the shining jewel of SkyDrift. While the multiplayer cannot be played locally, all of the aforementioned modes and tracks can be played with up to eight players online, and the host retains complete control over map settings and the choice of planes before races begin. Despite the competency of the AI in the single-player portion, the game becomes infinitely more enjoyable when real people are thrown into the mix. Power-ups are well balanced, and no one plane is more likely to dominate than any other, meaning that every competitor is treated fairly, regardless of skill level. A host of criteria-based badges and medals can also be earned throughout both single-player and online matches, which is a nice touch that neatly ties in to the game's achievements and trophies.

If you've ever played an arcade or kart racer before, then you have a good idea of what to expect from SkyDrift. It does nothing that hasn't been done in the past, nor does it outperform any of its contemporaries in any meaningful way. Thankfully, solid controls and a strong dependency on tactics mean that SkyDrift still manages to offer up a good amount of fun in spite of its derivative makeup, especially when played online.

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viedogame: Xbox 360 | Inversion Multiplayer Hands-On Preview

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Xbox 360 | Inversion Multiplayer Hands-On Preview
Sep 13th 2011, 17:06

Inversion, a cover-based third-person shooter from Saber Interactive, touts a weapon called the gravlink as its major selling point. It's a device that lets you control gravity in a multitude of ways, giving you the power to manipulate objects and enemies in a manner that would make Sir Isaac Newton roll in his grave. The story campaign lets you go hog wild with this thing, grabbing onto enemies and rocketing them straight up into the sky never to be heard from again. But in multiplayer, the gravlink is more about impairing your foes than outright abusing them. It only makes sense. Would you want to be banished to the sky every 10 seconds during a multiplayer match?

Still, gravity plays a big role in Inversion's multiplayer modes. One of the more interesting game modes we had a chance to play was called Hourglass. This mode has a few interesting elements going for it. For one, the two teams each control gravity in different ways. The blue team has the power of low gravity, which gives it the ability to latch onto objects (like stray barrels) and launch them at foes or simply shoot a pocket of low gravity at enemies to make them temporarily float in the air. The red team, on the other hand, has the power of high gravity, which lets it shoot a gravity blast at enemies that knocks them to the ground and pins them helplessly on their backs. The red team can also make use of a temporary-energy-shield thing, which doesn't seem to have a lot to do with gravity as much as it has to do with countering the blue team's fun barrel-throwing ability.

The other interesting bit about Hourglass is the way maps reflect the name of the mode. There's a single capture point that both teams are constantly fighting over. Rather than having a booming voice shout something to the effect of "The red team has captured the capture thing!" the entire map just flips itself upside down, like an hourglass. So if you're off on the other end of the map feeling all content that your team has control of the capture point and suddenly the world turns itself upside down and you go falling from floor to ceiling, you know you've got to hightail it back to the other end to retake control of the match.

Inversion also sports a stand-alone four-player co-op mode outside of the main campaign. It's a bit like the horde/survival mode that is so popular in shooters, but instead of remaining stationary, you and your teammates traverse from one end of the map to the other, where a final boss fight awaits you. There are, however, recurring waves of enemies standing in front of you, and you have to finish off a certain number of waves before the next area unlocks. You don't find the usual co-op systems, like reviving a downed buddy or lifting someone up over a large barrier; instead, you kind of create your own co-op moments, like having one player use the gravlink to pull an elusive enemy out of cover while the other pops him with a sniper rifle. You've got infinite lives, so the whole thing is more about racking up the best score by getting to the final boss as quickly as possible.

All in all, Inversion is a shooter that's doing some very interesting things, but it's going to have a hard time standing out from the competition. The basic gunplay feels a bit weak and underpowered, while the sense of on-foot movement feels a bit odd and clunky. There's definitely stuff to enjoy in here, and some original ideas, but ultimately the core of it seems to be a pretty average shooter. But we'll reserve final judgment for when Inversion is released next year.

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viedogame: Nintendo confirms analog pad accessory

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Nintendo confirms analog pad accessory
Sep 13th 2011, 06:39

Battery-powered add-on arrives in December in Japan; Resident Evil Revelations, Metal Gear Solid Snake Eater 3D, Kingdom Hearts 3D among compatible titles.

TOKYO--Earlier today Nintendo Japan held a press conference outlining a product roadmap of new Nintendo 3DS and Wii titles. Strangely, though, there was no mention of the widely rumoured (and practically confirmed) right analog stick attachment for the stereoscopic console.

While the house of Mario is yet to officially confirm the existence of the add-on itself, a posting on the official Nintendo Japan website not only confirms it's real but spills all of the details. According to the listing the peripheral will be called the Nintendo Expansion Slide Pad and will be available on December 10, 2011, for ¥1,500 ($19.46).

The Nintendo Japan website also lists six games that will support the Nintendo Expansion Slide Pad: Metal Gear Solid Snake Eater 3D Kingdom Hearts 3D Resident Evil: Revelations Ace Combat 3D: Cross Rumble Dynasty Warriors VS Monster Hunter Tri G

Exact specifics on how the Nintendo Expansion Slide Pad connects to the Nintendo 3DS are unknown at this stage. Interestingly, though, the Nintendo Japan website says that the peripheral will require one alkaline battery to operate, which suggests it will run off of its own power source.

For more information about the Nintendo Expansion Slide Pad, stay tuned to GameSpot.

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Monday, 12 September 2011

viedogame: PC | Hard Reset Review

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PC | Hard Reset Review
Sep 13th 2011, 01:07

The Video Review

Watch this video

Kevin VanOrd sets off some fireworks in this video review for Hard Reset.

If you're into ridiculous, kill-it-if-it-moves PC shooters like Painkiller and Serious Sam, Hard Reset is the kind of game you want to love. Armed with crazy weapons and an itchy trigger finger, you shoot robots until they erupt in brilliant displays of fire and light. The game is a cyberpunk fireworks show, all glowing neon, sizzling streams of electricity, and gorgeous pyrotechnics. The enemies swarm about and you annihilate them, the battles interrupted only by a plot so abstract and nonsensical that its entire existence is wholly unnecessary. At its best, Hard Reset is an explosive and challenging blast, rewarding clever use of your weapons with a sense of hard-earned triumph. It falters, though, its challenge sometimes lapsing into cheapness. And if you play just once, you only get to play with a too-small fraction of the game's wonderful toys before you reach the abrupt conclusion. But overall, this budget-priced game is really fun--an old-fashioned shooter treated with a dazzling visual sheen that gives it a modern feel.

Asimov's Three Laws of Robotics clearly aren't applicable here.

Just don't expect any proper context for the mayhem. Between levels, handsome hand-drawn panels try to tell a humans-versus-machines tale. Lines of dialogue such as "It will devastate the quantum entanglements, thus scrapping the matrix," like the entire story, take a lot of time to communicate absolutely nothing at all--or at least, nothing that make sense. And that's too bad because the setting screams for elaboration. Hard Reset's world nods to Blade Runner and its science fiction ilk. Shiny skyscrapers stretch into the heavens, their gleaming signs announcing such fictional corporations as World Strategy and SBNC World News. Grungy car parks and cluttered alleyways are defaced with graffiti. Sights like the rounded fenders and chrome details on abandoned vehicles give everything an art deco vibe. The pervasive darkness is pierced by phosphorescent lights and softened by that urban glow that lights the night skies above a large city.

Indeed, Hard Reset is a looker. It doesn't push your system with extravagant textures or vast environments, but it's loaded with architectural details and energized by the constant explosions and snazzy light shows that erupt amid the chaos. Graphics aren't everything, but in Hard Reset, watching giant robots detonate in a flash of sparks and metal shards generates much of the fun. Combat arenas are loaded with explosive barrels, generators, and other objects designed to go boom. One of your primary tactics, actually, is to aim not for your enemies but at the hazards surrounding them. Generators catch little bots in their electrical radius and zap them into bits. An electronic sculpture becomes a weapon of mass destruction. Hard Reset is a colorful circus of fire and lightning that makes you marvel at all the bright and shiny things dangling in front of your eyes.

At its core, Hard Reset doesn't do much that any other shooter has done in the past decade. You move from shoot-out to shoot-out, occasionally stopping to press a button, ride an elevator, or jump across some beams. There aren't a whole lot of different enemies; little scurrying automatons, some explosive spheres with legs, and giant charging junk heaps are among the few. You won't encounter the typical changes of pace that give most shooters variety either. There are no turret sections or escort missions on your lonesome journey. The levels are straightforward corridors and smallish arenas, and the environments are lovely, but they rarely look that different from one chapter to the next.

It would be unfair to call Hard Reset just another pretty shooter, however. Variety comes not from mission or level design, but from the delicious opportunities your weapons grant you. You have two main weapons: a traditional assault firearm and an energy weapon. The trick is that both main weapons can be upgraded, allowing them to transform into other configurations. The CLG firearm morphs from an assault rifle to a grenade launcher, a shotgun, and more. The N.R.G. weapon lets you stream a continued flow of electricity, drop lightning mortars, and fire homing projectiles. Each form can be upgraded further, granting secondary modes of fire and unlocking a wonderful array of opportunities for zapping and scorching your foes. You can also purchase passive upgrades, such as an automated bullet time when you run low on health, or greater damage resistance.

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viedogame: Syndicate Revival Announced

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Syndicate Revival Announced
Sep 12th 2011, 07:06

REDWOOD CITY, Calif.â€"(BUSINESS WIRE)â€"Electronic Arts Inc. (NASDAQ: ERTS) and Starbreeze Studios today announced the reinvention of Syndicate, a storied franchise at EA. Created by an all-new development team from the awarding-winning studio that brought gamers The Chronicles of Riddick and The Darkness, Starbreeze Studios delivers a unique and brutal sci-fi first-person shooter experience set in a not too distant future, where business is war. Players take on the role of Miles Kilo, Eurocorp’s latest prototype agent, and embark on an epic action adventure full of corruption and revenge.

SYNDICATE_Key_Art

“We are excited to finally reveal what we’ve been working on the past couple years,” says Mikael Nermark, CEO of Starbreeze Studios. “It’s been a great experience working with EA, and an amazing opportunity for us to use our expertise in the first person shooter and action genres to bring back, and reignite, the signature action/espionage gameplay of Syndicate.”

Set in 2069, Syndicate takes players into a dark, Machiavellian world run without government oversight with many syndicates vying for total dominance of their local market place. With no one to question their intentions or actions, three mega corporations â€" Eurocorp, Cayman Global, and Aspari â€" are at the forefront of this brutal war for control of the pivotal American market. In the world of Syndicate, everything is digitally connected, including the people. Players aren’t limited to the weapons in their hands. Through DART 6 bio-chip technology implanted in their head, players can slow down time and breach the digital world around them to take down their foes using a variety of upgradable hacking mechanics. Syndicate’s blend of fast-paced, futuristic, action shooter settings and story combined with innovative chip breach gameplay instantly immerses players in a unique digital world.

“Our goal with Syndicate is to provide a challenging action shooter for today’s gamers as well as fans of the original. I’m sure they will enjoy and recognize the legacy that made it such a classic,” says Jeff Gamon, EA Partners Executive Producer. “Fans of the franchise will recognize many weapons and environments in the game, but in a whole new way. The game also provides a separate and deep 4-player co-op mode featuring missions from the original cult classic, which adds another layer of depth to the overall experience.”

Syndicate will be available in early 2012 for the PlayStation®3 computer entertainment system, Xbox 360® videogame and entertainment system and the PC. For more information on Syndicate, please visit www.syndicate.ea.com.

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